Refrigerated Food StorageDescription:Replaces the vanilla hopper with a refrigerated one.
Adds a Food Tray Rack that keeps prepared meals fresh.
Thanks to skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346) for the rack artwork.
(https://lh6.googleusercontent.com/-ffJp6Yg2PtY/VS_3_T89hGI/AAAAAAAAp08/A6AXqFfAAcg/s645/2015-04-16%252013_49_32-RimWorld.png) (https://lh6.googleusercontent.com/-ffJp6Yg2PtY/VS_3_T89hGI/AAAAAAAAp08/A6AXqFfAAcg/s645/2015-04-16%252013_49_32-RimWorld.png)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Compatibility:This should work with any mod that doesn't overwrite the original hopper.
Notes:The Hopper/Rack simply sets the rot to 0 and health to max of any rottable item stored. It's a little unfair since you can place damaged items in the hopper and it will restore them to 100%, however the power requirement makes it more efficient to build a walk in freezer than an array of these hoppers/racks.
If you just want the Rack then delete the file Buildings_Production.xml from the Defts\ThingDefs\ folder - you will keep the vanilla hopper then.
I give my permission to include this in any modpacks (with credit please).
Change Log:1.0 - Initial Alpha 10 release1.1 - Added food tray rack
1.11 - Compiled against Alpha 10b
1.11 - Compiled against Alpha 11 - major code change was that object SlotGroupParent became an interface ISlotGroupParent along with lots of XML changes - no changes needed for Alpha 12
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine; // Always needed
using Verse; // RimWorld universal objects are here (like 'Building')
using RimWorld; // RimWorld specific functions are found here (like 'Building_Battery')
namespace BeanTek
{
class Building_RefrigeratedStorage : Building_Storage, ISlotGroupParent
{
public CompPowerTrader powerComp;
public override void SpawnSetup() {
base.SpawnSetup();
this.powerComp = this.GetComp<CompPowerTrader>();
}
public override void TickRare() {
if (this.powerComp.PowerOn) {
CompRottable aCompRot;
foreach (ThingWithComps aThing in this.slotGroup.HeldThings) {
foreach (ThingComp aComp in aThing.AllComps) {
if (aComp.GetType() == typeof(CompRottable)) {
aCompRot = (CompRottable)aComp;
aCompRot.rotProgress = 0;
aThing.HitPoints = aThing.MaxHitPoints;
}
}
}
}
}
}
}
Blast DoorDescription:A re-creation of the blast door from the Alpha 7 TTM mod into a stand-alone mod. I plan for this mod to evolve into a Fallout style vault door with remote terminals.
WATCHOUT that the open door makes the inside count as the outdoors, consider it a Fallout style Vault door.
- The blast door is not animated, instead it magically opens with a puff of smoke.
- It has a 6 second closing/opening delay so you can't open the door, fire out a couple of shots and duck back behind your massive front door ;)
- When damaged there is a chance it will jam when closing, you will then have to either wait for it to un-jam itself or send someone to repair it back to full health. While jammed it acts like an open door.
Thanks to Minami (https://ludeon.com/forums/index.php?action=profile;u=5752) for the original work and I hope he returns to the scene soon.
Closed/Opened/Jammed
(https://lh3.googleusercontent.com/-22vzwVhvEz4/VTFjISr729I/AAAAAAAAp1k/ImPXFIeXuYo/s384/BlastDoorClosed.png) (https://lh3.googleusercontent.com/-BA24cdJAwvQ/VTFjI_sOshI/AAAAAAAAp1o/xrPaqDQnqjY/s384/BlastDoorOpen.png) (https://lh3.googleusercontent.com/-J_bJ3kRJf7E/VTFjJRlI6KI/AAAAAAAAp1w/s6jjwJ-xebI/s384/JammedBlastDoor.png)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Compatibility:This should work with any mod since it is a standalone new item.
Notes:I give my permission to include this in any modpacks (with credit please).
Change Log:1.0 - First release1.1 - Alpha 11[attachment deleted due to age]
Can we have a screenshot please ? :)
I like the idea of this. I'll probably end up making a refrigerator texture (or more likely just borrowing one from somewhere else) and making a new item for my own personal use. I would set it up to accept only meals so I can just put a refrigerator in the dining area with 10 meals in it and then store the rest in the walk in freezer. I don't intend on releasing that as a mod myself, but it would probably be a nice addition to this mod.
I've added a screenshot, it uses the vanilla texture so I did a screenshot showing that it now requires a power hookup
I'm just waiting for permission to re-use someone else's texture then I have a meal tray rack ready to add.
@Igabod: I would really like that :D
@beany_for_ever, would the meal tray rack still override the hopper?
And, does the "refridge hopper" work without power like a normal hopper (without refridging), or would it stop working alltogether?
The tray rack would be a separate piece of furniture. With the vanilla nutrient paste machine code it only accepts ingredients from the vanilla hopper, I originally created a new hopper to work alongside the original but the paste machine wouldn't use it.
Without power the hopper becomes an expensive to build normal hopper - raw food starts to rot (unless you have the hopper in a freezer but that kinda misses the point of this mod).
woo two mods in my first day modding 8)
Plantable trees is already obsolete, Tynan turned it back on in today's update.
easy come... easy go... ;)
I messed with the tray rack texture a bit and came up with something i tried to make look like one of those big 2 door freezers, did it turn out well?
[attachment deleted due to age]
This is very cool! Going to try this out with Alpha 10! Thanks!
Lan
Added the blast door v1 mod
i hope my texture work was satisfactory
I've added it back but watch out since when the door is open it turns the inside to the "outdoors" status and the weather is allowed in. I'm adding a "force field" to leak heat at the same rate as a closed door normally would.
Quote from: beany_for_ever on April 17, 2015, 05:23:10 PM
I've added it back but watch out since when the door is open it turns the inside to the "outdoors" status and the weather is allowed in.
Thats actually fine for the uses I had in mind, like large doors in my walls surrounding my base. Also, it makes sense that a door that large would cause the interior and exterior temps to equalize while open.
Quote from: Kasdar on April 17, 2015, 05:22:11 PM
Quote from: dareddevil7 on April 17, 2015, 05:00:02 PM
Quote from: beany_for_ever on April 17, 2015, 03:58:49 PM
Added the blast door v1 mod
download?
its at the bottom of the op
I can't find it either. Weird! You should put it in bold ;)
Oh I just realize that we have to be logged in to see the downloadable content! If not logged, the links do not appear!
Absolutely LOVE your refrigerated food hoppers. Any way to get you to add an herbal medicine hopper as well? I use the herbal medicine a lot and while it doesn't spoil very fast, it just seems better somehow to keep it refrigerated. I've got a stack of herbal meds sitting the corner of my sick-bay now and it just seems to "need a nice cool storage hopper.
which zip file contains the trays I can not seem to locate them... in game
Isnt that the blast door from TTM
Alpha 11 please??? I love having the cold food storage rack, I can place it near the table and make it easy for my colonists to enjoy their meals.
I would really like an Alpha 11 update :p
Keep up the good work !
agreed we need this for A11, the ability to have a nice fridge for meals kept beside the stove/table is so convenient.
Sorry for the delay, missed the A11 launch email
Thanks!
Thank you!!
Does this work in Alpha 12?
The blast doors do work with alpha 12. I am not sure about the other mod.
Quote from: Evolvarium on August 30, 2015, 07:03:10 PM
The blast doors do work with alpha 12. I am not sure about the other mod.
Hi there :),
BeanTek Food Storage 1.2 :
- It works on A12D, no errors detected so far.
- The "hopper" keeps the food fresh and restore any "damaged" food to 100%.
- The "rack" keeps the meals fresh but does not restore any damages on meals.
- There is always a message in the food/meal screen that it will rot in x days but it won't apparently.
Quote from: Kairo on August 30, 2015, 07:57:11 PM
Quote from: Evolvarium on August 30, 2015, 07:03:10 PM
The blast doors do work with alpha 12. I am not sure about the other mod.
Hi there :),
BeanTek Food Storage 1.2 :
- It works on A12D, no errors detected so far.
- The "hopper" keeps the food fresh and restore any "damaged" food to 100%.
- The "rack" keeps the meals fresh but does not restore any damages on meals.
- There is always a message in the food/meal screen that it will rot in x days but it won't apparently.
oh but the food does rot and disappear when the spoils in 0 days is reached. Rotten and durability were separated in alpha 12
em rottable is the same in A11 and A12 - this mod just sets the rotProgress value of a Thing to 0 every tick. It's basically cheating since the correct way to control the rotProgress value is with temperature of the cell the Thing is stored in.
I don't know what mechanics are at work but the food on the refrigerated food tray definitely disappears after x days.
The blast door visual is bugged (The non powered one)
Does the Blast door work for A13?
I would hope these get updated for the current alpha, blast doors and refrigerated storage is always great :)
I have a mod that add refrigerated storage : As Simple As Rack (https://ludeon.com/forums/index.php?topic=23205.0)
Skullywag's too : Extended Storage (https://ludeon.com/forums/index.php?topic=14177.0)
They're not exactly the same as here, but they are up to date :p
is it possible to just get the BlastDoor by itself?
a16?
i miss blast doors.